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National Teaching
                 Fellow 2012



Digital literacies for a new
     learning context
  Gráinne Conole, University of Leicester
             13th November
             Deakin seminar
               Melbourne
Outline

•   The technological context
•   Learner experience
•   Digital literacies
•   Pedagogical approaches
•   Disaggregation of education
•   Learning design
•   Changing practices
Multimedia resources




                                                                                              80s
                                                                                              93
                                                                                                    The Internet and the Web




                                                                                              94
                                                                                                    Learning objects

                                                                                                    Learning Management Systems




                                                                                              95
                                                                                                    Mobile devices




                                                                                              98
                                                                                                    Learning Design




                                                                                              99
                                                                                                    Gaming technologies



                                                                                              00
                                                                                                                                     E-Learning timeline




                                                                                              01
                                                                                                    Open Educational Resources

                                                                                                    Social and participatory media
                                                                                              04

http://halfanhour.blogspot.be/2012/02/e-learning-generations.html
                                                                                                    Virtual worlds
                                                                                              05
                                                                                              07




                                                                                                    E-books and smart devices
                                                                                              08




                                                                                                    Massive Open Online Courses
http://scienceoftheinvisible.blogspot.co.uk/2012/08/a-ramble-through-history-of-online.html
Collective
Peer critiquing
                  aggregation



User
generated             Open
content




Networked         Personalised
Technological trends

•   Mobiles and e-books
•   Personalised learning
•   Cloud computing
•   Ubiquitous learning
• BYOD (Bring your own device)
• Technology-Enhanced
  learning spaces
• Learning analytics
Technologies
• Transforming everything we do
• New forms of communication
  and collaboration
• Multiple rich representations
• Tools to find, create, manage,
  share
• Networked, distributed, peer
  reviewed, open
• Complex, dynamic and co-
  evolving
                http://www.flickr.com/photos/oceanflynn/6638184545/
Technologies for learning
•   Audio-graphics      •   Podcasts
•   Blogs               •   RSS feeds
•   E-Books             •   Second life
•   E-Portfolios        •   Social bookmarking
•   Games               •   Twitter
•   Instant Messaging   •   Video Mesaging
•   Mashups             •   Wikis
•   Mobile learning     •   Video clips and YouTube
•   Photo sharing       •   Video chat

                                Rennie and Morrison, 2012
Learning Management Systems

                             Communication
Library     Content
                                tools
                                                       Registration

          Collaboration        Assessment
Finance
              tools               tools

                                                       Timetabling

Student      Upload              Tracking
records       tools                tools




                          Conole, forthcoming, UNESCO briefing paper
The MATEL study
              http://www.menon.org/matel/

•   Productivity and creativity
•   Networked collaboration
•   Content creation
•   Visualisation and simulation
•   Learning Management Systems
•   Learning environment
•   Games
•   Devices, interfaces and
    connectivity

                         http://www.flickr.com/photos/wfryer/462376660/
Aspects of learning
Individual                Collaborative




Creating and              Learning
accessing content         organisation
Game changers
• Harnessing the power of new
  media
• Need to rethink education
• Key questions
   – How can we reach more
     learners, more effectively?
   – What is the impact of free
     resources, tools and expertise?
   – What new business models are
     emerging?
   – What new digital literacies are
     needed?

                        http://www.educause.edu/game-changers
Learner experience
 • Technology immersed
 • Learning approaches: task-
   orientated, experiential,
   just in time, cumulative,
   social
 • Personalised digital
   learning environment
 • Mix of institutional systems
   and cloud-based tools and
   services
 • Use of course materials
   with free resources
                                    Sharpe, Beetham and De Freitas, 2010
                http://www.educause.edu/studentsAndTechnologyInfographic
Digital literacies

     • Range of terms and definitions
          – Information literacies
          – Digital literacies
          – Digital competences
          – E-skills
     Digital literacies =
     Tool knowledge + Critical thinking +
     Social engagement (Fraser)
www.guardian.co.uk/higher-education-network/blog/2012/may/15/digital-literacy-in-universities
Digital literacies: definition
• Set of social practices and
  meaning making of digital
  tools (Lankshear and
  Knobel, 2008)
• Continuum from
  instrumental skills to
  productive competence
  and efficiency


                    http://ftp.jrc.es/EURdoc/JRC67075_TN.pdf
IPTS report
• Confident/critical use of
  technologies for work,
  leisure and communication
• Digital divide
• The network is key
• More participatory and
  open practices
Benefits

•   Social
•   Health
•   Economic
•   Civic
•   Cultural
•   Societal


               http://www.flickr.com/photos/mediaquell/4329902002/
Issues
• Personal safety and
  privacy
• Responsible, ethical, and
  legal issues
• Understanding digital
  media
• Inequalities and the
  digital divide

 http://www.flickr.com/photos/29233640@N07/3668208527/
Digital literacies
                              Creativity
                Play                               Collective intelligence



Performance                                                     Judgement




Simulation                                                         Transmedia
                                                                   navigation



Appropriation                                                  Networking




         Multitasking                                Negotiation

                           Distributed cognition      Jenkins et al., 2006
                            http://www.flickr.com/photos/r8r/4109502436/
Transmedia navigation




http://www.youtube.com/watch?v=eW3gMGqcZQc
Distributed cognition
Across
                                      Filtering
networks



Tools and
                                      Aggregation
people




Networked                             Personalised

                                    Salamon, 1993
Play




http://www2.le.ac.uk/projects/swift/
Networking
Collective intelligence
Performance



• Digital identity
• Degree of openness
• Communication and
  collaboration
Creativity
• Derived from Latin ‘creo’ to
  create/make
• Creating something new
  (physical artefact or concept)
  that is novel and valuable
• Ability to transcend
  traditional ideas, rules,
  partners, relationships and
  create meaningful new
  ideas, forms, methods,
  interpretations
                   http://www.flickr.com/photos/vaxzine/2278300537/
Why is it important?
• Essential skill to
  deal with today’s
  complex, fast and
  changing society
• Discourse and
  collaboration are
  mediated through
  a range of social
  and participatory
  media
Stages
• Preparation: identifying the
  problem
• Incubation:
  internalisatiingthe problem
• Intimation: getting a feeling
  for a solution
• Illumination: creativity burst
  forth
• Verification: idea is
  consciously verified,
  elaborated and applied

               http://www.flickr.com/photos/williamcromar/5230835657/
Technologies
• Can promote creativity in
  new and innovative ways
• Enable new forms of
  discourse, collaboration
  and cooperation
• Access and repurpose
  knowledge in different
  forms of representation
• Aggregation and scale –
  distributed and collective
Augmented Reality Games (ARGs)
                         • Began with a code 91211
                         • Twitter hash tag
                         • Mysterious character Rufus
                         • Series of clues – real and
                           virtual
                         • Video screen in
                           Manchester spontaneously
                           playing students’ videos
 Helen Keegan
                         http://www.youtube.com/watch?v=qESNQMDupfY
                Keynote, Eden Research Workshop, Leuven, 24th October 2012
Pedagogical approaches
Drill & practice        Mobile
learning                learning




Situated                Immersive
learning                learning
Drill and practice learning
Mobile learning




Study calendars
E-books
Learning resources
Online modules
Annotation tools
Mind mapping tools
Communication mechanisms
Situated learning




Archeological digs
Medical wards
Art exhibitions
Cyber-law
Virtual language exchange
Beyond formal schooling     http://www.jibbigo.com/
Immersive learning
Disaggregation of education

Resources                               Learning
                                        pathways




Support                                 Accreditation


            http://www.flickr.com/photos/emclibrary/2459359483/
Resources


• Over ten years of the Open
  Educational Resource (OER)
  movement
• Hundreds of OER
  repositories worldwide
• Presence on iTunesU
The OPAL metromap



Evaluation shows lack of uptake
by teachers and learners
Shift from development to
community building and
articulation of OER practice



     http://www.oer-quality.org/
POERUP outputs
• An inventory of more than 100 OER initiatives
  http://poerup.referata.com/wiki/Countries_with_OER_initiatives
• 11 country reports and 13 mini-reports
  http://poerup.referata.com/wiki/Countries
• 7 in-depth case studies
• 3 EU-wide policy papers
Massive
    Open
    Online
    Courses                    http://www.olds.ac.uk/

http://www.technologyreview.com/news/506326/the-technology-of-massive-open-online-courses/
Learning pathways
• Guided pathways through materials
• Can promote different pedagogical approaches
Support

•   Computer assisted
•   Peer support
•   Tutor support
•   Community support
•   Mentoring



               http://www.flickr.com/photos/24289877@N02/5851058394/
Accreditation




Peer to Peer University          OER University
 www.p2pu.org/en/         wikieducator.org/OER_university/
Promise and reality
Social and
participatory media
offer new ways to
communicate and
collaborate
                      Not fully exploited
Wealth of free        Replicating bad pedagogy
resources and tools
                      Lack of time and skills
Learning Design
  Shift frombelief-based, implicit
       approaches todesign-
   based,explicit approaches

          Learning Design
       A design-based approach to
         creation and support of
                 courses


 Encouragesreflective,scholarly
          practices
Promotessharing and discussion
Conceptualise
                                What do we want to design, who for
                                           and why?




                            Carpe Diem:
                       7Cs of learning Design



                                       Consolidate
                                   Evaluate and embed your design



http://beyonddistance.wordpress.com/2012/02/07/carpe-diem-the-7cs-of-design-and-delivery/
Changing practices
• Nature of learning,
  teaching and research
  is changing
• It’s about
  – Harnessing new media
  – Adopting open practices
• New business models
  are emerging
Digital scholarship

• Exploiting the digital network
• New forms of dissemination
  and communication
• Promoting reflective practice
• Embracing the affordances of
  new technologies


            Weller: http://nogoodreason.typepad.co.uk/
My digital environment
Citation indicators
The future of learning
• Changing nature of
  education
• New forms of
  communication and
  collaboration
• Rich multimedia
  representation
• Harnessing the global
  network
Implications
• Blurring boundaries
• New business models
• More open practices
• Changing roles
• Importance of new
  digital literacy skills
• Disruptive and
  complex
http://www.slideshare.net/GrainneConole
http://www2.le.ac.uk/departments/beyond-distance-research-alliance
                    grainne.conole@le.ac.uk
                    http://e4innovation.com

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Conole deakin seminar

  • 1. National Teaching Fellow 2012 Digital literacies for a new learning context Gráinne Conole, University of Leicester 13th November Deakin seminar Melbourne
  • 2.
  • 3. Outline • The technological context • Learner experience • Digital literacies • Pedagogical approaches • Disaggregation of education • Learning design • Changing practices
  • 4. Multimedia resources 80s 93 The Internet and the Web 94 Learning objects Learning Management Systems 95 Mobile devices 98 Learning Design 99 Gaming technologies 00 E-Learning timeline 01 Open Educational Resources Social and participatory media 04 http://halfanhour.blogspot.be/2012/02/e-learning-generations.html Virtual worlds 05 07 E-books and smart devices 08 Massive Open Online Courses http://scienceoftheinvisible.blogspot.co.uk/2012/08/a-ramble-through-history-of-online.html
  • 5. Collective Peer critiquing aggregation User generated Open content Networked Personalised
  • 6. Technological trends • Mobiles and e-books • Personalised learning • Cloud computing • Ubiquitous learning • BYOD (Bring your own device) • Technology-Enhanced learning spaces • Learning analytics
  • 7. Technologies • Transforming everything we do • New forms of communication and collaboration • Multiple rich representations • Tools to find, create, manage, share • Networked, distributed, peer reviewed, open • Complex, dynamic and co- evolving http://www.flickr.com/photos/oceanflynn/6638184545/
  • 8. Technologies for learning • Audio-graphics • Podcasts • Blogs • RSS feeds • E-Books • Second life • E-Portfolios • Social bookmarking • Games • Twitter • Instant Messaging • Video Mesaging • Mashups • Wikis • Mobile learning • Video clips and YouTube • Photo sharing • Video chat Rennie and Morrison, 2012
  • 9. Learning Management Systems Communication Library Content tools Registration Collaboration Assessment Finance tools tools Timetabling Student Upload Tracking records tools tools Conole, forthcoming, UNESCO briefing paper
  • 10. The MATEL study http://www.menon.org/matel/ • Productivity and creativity • Networked collaboration • Content creation • Visualisation and simulation • Learning Management Systems • Learning environment • Games • Devices, interfaces and connectivity http://www.flickr.com/photos/wfryer/462376660/
  • 11. Aspects of learning Individual Collaborative Creating and Learning accessing content organisation
  • 12. Game changers • Harnessing the power of new media • Need to rethink education • Key questions – How can we reach more learners, more effectively? – What is the impact of free resources, tools and expertise? – What new business models are emerging? – What new digital literacies are needed? http://www.educause.edu/game-changers
  • 13. Learner experience • Technology immersed • Learning approaches: task- orientated, experiential, just in time, cumulative, social • Personalised digital learning environment • Mix of institutional systems and cloud-based tools and services • Use of course materials with free resources Sharpe, Beetham and De Freitas, 2010 http://www.educause.edu/studentsAndTechnologyInfographic
  • 14. Digital literacies • Range of terms and definitions – Information literacies – Digital literacies – Digital competences – E-skills Digital literacies = Tool knowledge + Critical thinking + Social engagement (Fraser) www.guardian.co.uk/higher-education-network/blog/2012/may/15/digital-literacy-in-universities
  • 15. Digital literacies: definition • Set of social practices and meaning making of digital tools (Lankshear and Knobel, 2008) • Continuum from instrumental skills to productive competence and efficiency http://ftp.jrc.es/EURdoc/JRC67075_TN.pdf
  • 16. IPTS report • Confident/critical use of technologies for work, leisure and communication • Digital divide • The network is key • More participatory and open practices
  • 17. Benefits • Social • Health • Economic • Civic • Cultural • Societal http://www.flickr.com/photos/mediaquell/4329902002/
  • 18. Issues • Personal safety and privacy • Responsible, ethical, and legal issues • Understanding digital media • Inequalities and the digital divide http://www.flickr.com/photos/29233640@N07/3668208527/
  • 19. Digital literacies Creativity Play Collective intelligence Performance Judgement Simulation Transmedia navigation Appropriation Networking Multitasking Negotiation Distributed cognition Jenkins et al., 2006 http://www.flickr.com/photos/r8r/4109502436/
  • 21. Distributed cognition Across Filtering networks Tools and Aggregation people Networked Personalised Salamon, 1993
  • 25. Performance • Digital identity • Degree of openness • Communication and collaboration
  • 26. Creativity • Derived from Latin ‘creo’ to create/make • Creating something new (physical artefact or concept) that is novel and valuable • Ability to transcend traditional ideas, rules, partners, relationships and create meaningful new ideas, forms, methods, interpretations http://www.flickr.com/photos/vaxzine/2278300537/
  • 27. Why is it important? • Essential skill to deal with today’s complex, fast and changing society • Discourse and collaboration are mediated through a range of social and participatory media
  • 28. Stages • Preparation: identifying the problem • Incubation: internalisatiingthe problem • Intimation: getting a feeling for a solution • Illumination: creativity burst forth • Verification: idea is consciously verified, elaborated and applied http://www.flickr.com/photos/williamcromar/5230835657/
  • 29. Technologies • Can promote creativity in new and innovative ways • Enable new forms of discourse, collaboration and cooperation • Access and repurpose knowledge in different forms of representation • Aggregation and scale – distributed and collective
  • 30. Augmented Reality Games (ARGs) • Began with a code 91211 • Twitter hash tag • Mysterious character Rufus • Series of clues – real and virtual • Video screen in Manchester spontaneously playing students’ videos Helen Keegan http://www.youtube.com/watch?v=qESNQMDupfY Keynote, Eden Research Workshop, Leuven, 24th October 2012
  • 31. Pedagogical approaches Drill & practice Mobile learning learning Situated Immersive learning learning
  • 32. Drill and practice learning
  • 33. Mobile learning Study calendars E-books Learning resources Online modules Annotation tools Mind mapping tools Communication mechanisms
  • 34. Situated learning Archeological digs Medical wards Art exhibitions Cyber-law Virtual language exchange Beyond formal schooling http://www.jibbigo.com/
  • 36. Disaggregation of education Resources Learning pathways Support Accreditation http://www.flickr.com/photos/emclibrary/2459359483/
  • 37. Resources • Over ten years of the Open Educational Resource (OER) movement • Hundreds of OER repositories worldwide • Presence on iTunesU
  • 38. The OPAL metromap Evaluation shows lack of uptake by teachers and learners Shift from development to community building and articulation of OER practice http://www.oer-quality.org/
  • 39. POERUP outputs • An inventory of more than 100 OER initiatives http://poerup.referata.com/wiki/Countries_with_OER_initiatives • 11 country reports and 13 mini-reports http://poerup.referata.com/wiki/Countries • 7 in-depth case studies • 3 EU-wide policy papers
  • 40. Massive Open Online Courses http://www.olds.ac.uk/ http://www.technologyreview.com/news/506326/the-technology-of-massive-open-online-courses/
  • 41. Learning pathways • Guided pathways through materials • Can promote different pedagogical approaches
  • 42. Support • Computer assisted • Peer support • Tutor support • Community support • Mentoring http://www.flickr.com/photos/24289877@N02/5851058394/
  • 43. Accreditation Peer to Peer University OER University www.p2pu.org/en/ wikieducator.org/OER_university/
  • 44. Promise and reality Social and participatory media offer new ways to communicate and collaborate Not fully exploited Wealth of free Replicating bad pedagogy resources and tools Lack of time and skills
  • 45. Learning Design Shift frombelief-based, implicit approaches todesign- based,explicit approaches Learning Design A design-based approach to creation and support of courses Encouragesreflective,scholarly practices Promotessharing and discussion
  • 46. Conceptualise What do we want to design, who for and why? Carpe Diem: 7Cs of learning Design Consolidate Evaluate and embed your design http://beyonddistance.wordpress.com/2012/02/07/carpe-diem-the-7cs-of-design-and-delivery/
  • 47. Changing practices • Nature of learning, teaching and research is changing • It’s about – Harnessing new media – Adopting open practices • New business models are emerging
  • 48. Digital scholarship • Exploiting the digital network • New forms of dissemination and communication • Promoting reflective practice • Embracing the affordances of new technologies Weller: http://nogoodreason.typepad.co.uk/
  • 51. The future of learning • Changing nature of education • New forms of communication and collaboration • Rich multimedia representation • Harnessing the global network
  • 52. Implications • Blurring boundaries • New business models • More open practices • Changing roles • Importance of new digital literacy skills • Disruptive and complex

Notas do Editor

  1. §
  2. Instrumental knowledge and skills for digital tool and media usage; 2) Advanced skills and knowledge for communication and collaboration, information management, learning and problem-solving, and meaningful participation; 3) Attitudes to strategic skills usage in intercultural, critical, creative, responsible and autonomous ways. Instrumental knowledge and skills are a precondition for developing or using more advanced skills.